#version 330 core
//layout( location = 0 ) out vec4 FragColor;

out vec4 FragColor;
uniform vec3 objectColor;
uniform vec3 lightColor;
in vec3 FragPos;
in vec3 Normal;
uniform vec3 lightPos;

void main()
{
  float ambientStrength = 0.1;
  vec3 ambient = ambientStrength * lightColor;

  vec3 norm = normalize(Normal);
  vec3 lightDir = normalize(lightPos - FragPos);
  float diff = max(dot(norm, lightDir), 0.0);
  vec3 diffuse = diff * lightColor;

  vec3 result = (ambient + diffuse) * objectColor;
  FragColor = vec4(result*0.15,1.0);
}

